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Add surrounding maps of new terrain type ~.
[plomrogue2-experiments] / new / plomrogue / game.py
index a031406b19e32a36432bea01131df305df0a3c5f..eda54ae6db68a2ace43c7def87bea8b1f73a09f7 100755 (executable)
@@ -1,14 +1,19 @@
-from plomrogue.tasks import Task_WAIT, Task_MOVE
-from plomrogue.errors import ArgError
-from plomrogue.commands import (cmd_GEN_WORLD, cmd_GET_GAMESTATE, cmd_MAP,
-                                cmd_MAP, cmd_THING_TYPE, cmd_THING_POS,
-                                cmd_TERRAIN_LINE, cmd_PLAYER_ID, cmd_TURN,
-                                cmd_SWITCH_PLAYER, cmd_SAVE)
+from plomrogue.tasks import (Task_WAIT, Task_MOVE, Task_PICKUP,
+                             Task_DROP, Task_EAT)
+from plomrogue.errors import ArgError, GameError
+from plomrogue.commands import (cmd_GEN_WORLD, cmd_GET_GAMESTATE,
+                                cmd_MAP, cmd_MAP, cmd_THING_TYPE,
+                                cmd_THING_POS, cmd_THING_INVENTORY,
+                                cmd_THING_HEALTH,
+                                cmd_GET_PICKABLE_ITEMS,
+                                cmd_TERRAIN_LINE, cmd_PLAYER_ID,
+                                cmd_TURN, cmd_SWITCH_PLAYER, cmd_SAVE)
 from plomrogue.mapping import MapHex
 from plomrogue.parser import Parser
 from plomrogue.io import GameIO
 from plomrogue.misc import quote, stringify_yx
 from plomrogue.mapping import MapHex
 from plomrogue.parser import Parser
 from plomrogue.io import GameIO
 from plomrogue.misc import quote, stringify_yx
-from plomrogue.things import Thing, ThingMonster, ThingHuman
+from plomrogue.things import Thing, ThingMonster, ThingHuman, ThingFood
+import random
 
 
 
 
 
 
@@ -29,6 +34,13 @@ class WorldBase:
             return t
         return None
 
             return t
         return None
 
+    def things_at_pos(self, pos):
+        things = []
+        for t in self.things:
+            if t.position == pos:
+                things += [t]
+        return things
+
 
 
 class World(WorldBase):
 
 
 class World(WorldBase):
@@ -36,9 +48,20 @@ class World(WorldBase):
     def __init__(self, *args, **kwargs):
         super().__init__(*args, **kwargs)
         self.player_id = 0
     def __init__(self, *args, **kwargs):
         super().__init__(*args, **kwargs)
         self.player_id = 0
+        self.player_is_alive = True
+        self.maps = {}
+
+    @property
+    def player(self):
+        return self.get_thing(self.player_id)
 
 
-    def new_map(self, yx):
-        self.map_ = self.game.map_type(yx)
+    def new_thing_id(self):
+        if len(self.things) == 0:
+            return 0
+        return self.things[-1].id_ + 1
+
+    def new_map(self, map_pos, size):
+        self.maps[map_pos] = self.game.map_type(size)
 
     def proceed_to_next_player_turn(self):
         """Run game world turns until player can decide their next step.
 
     def proceed_to_next_player_turn(self):
         """Run game world turns until player can decide their next step.
@@ -50,40 +73,74 @@ class World(WorldBase):
         (after incrementing the world turn) all that come before the
         player; then the player's .proceed() is run, and if it does
         not finish his task, the loop starts at the beginning. Once
         (after incrementing the world turn) all that come before the
         player; then the player's .proceed() is run, and if it does
         not finish his task, the loop starts at the beginning. Once
-        the player's task is finished, the loop breaks.
+        the player's task is finished, or the player is dead, the loop
+        breaks.
+
         """
         while True:
         """
         while True:
-            player = self.get_player()
-            player_i = self.things.index(player)
+            player_i = self.things.index(self.player)
             for thing in self.things[player_i+1:]:
                 thing.proceed()
             self.turn += 1
             for thing in self.things[player_i+1:]:
                 thing.proceed()
             self.turn += 1
+            for pos in self.maps[(0,0)]:
+                if self.maps[(0,0)][pos] == '.' and \
+                   len(self.things_at_pos(((0,0), pos))) == 0 and \
+                   random.random() > 0.999:
+                    self.add_thing_at('food', ((0,0), pos))
             for thing in self.things[:player_i]:
                 thing.proceed()
             for thing in self.things[:player_i]:
                 thing.proceed()
-            player.proceed(is_AI=False)
-            if player.task is None:
+            self.player.proceed(is_AI=False)
+            if self.player.task is None or not self.player_is_alive:
                 break
 
                 break
 
-    def get_player(self):
-        return self.get_thing(self.player_id)
+    def add_thing_at(self, type_, pos):
+        t = self.game.thing_types[type_](self)
+        t.position = pos
+        self.things += [t]
+        return t
 
     def make_new(self, yx, seed):
 
     def make_new(self, yx, seed):
-        import random
+
+        def add_thing_at_random(type_):
+            while True:
+                new_pos = ((0,0),
+                           (random.randint(0, yx[0] -1),
+                            random.randint(0, yx[1] -1)))
+                if self.maps[new_pos[0]][new_pos[1]] != '.':
+                    continue
+                if len(self.things_at_pos(new_pos)) > 0:
+                    continue
+                return self.add_thing_at(type_, new_pos)
+
+        self.things = []
         random.seed(seed)
         self.turn = 0
         random.seed(seed)
         self.turn = 0
-        self.new_map(yx)
-        for pos in self.map_:
-            if 0 in pos or (yx[0] - 1) == pos[0] or (yx[1] - 1) == pos[1]:
-                self.map_[pos] = '#'
-                continue
-            self.map_[pos] = random.choice(('.', '.', '.', '.', 'x'))
-        player = self.game.thing_types['human'](self, 0)
-        player.position = [random.randint(0, yx[0] -1),
-                           random.randint(0, yx[1] - 1)]
-        npc = self.game.thing_types['monster'](self, 1)
-        npc.position = [random.randint(0, yx[0] -1),
-                        random.randint(0, yx[1] -1)]
-        self.things = [player, npc]
+        self.maps = {}
+        self.new_map((0,0), yx)
+        self.new_map((0,1), yx)
+        self.new_map((1,1), yx)
+        self.new_map((1,0), yx)
+        self.new_map((1,-1), yx)
+        self.new_map((0,-1), yx)
+        self.new_map((-1,-1), yx)
+        self.new_map((-1,0), yx)
+        self.new_map((-1,1), yx)
+        for map_pos in self.maps:
+            map_ = self.maps[map_pos]
+            if (0,0) == map_pos:
+                for pos in map_:
+                    map_[pos] = random.choice(('.', '.', '.', '.', 'x'))
+            else:
+                for pos in map_:
+                    map_[pos] = '~'
+        player = add_thing_at_random('human')
+        self.player_id = player.id_
+        add_thing_at_random('monster')
+        add_thing_at_random('monster')
+        add_thing_at_random('food')
+        add_thing_at_random('food')
+        add_thing_at_random('food')
+        add_thing_at_random('food')
         return 'success'
 
 
         return 'success'
 
 
@@ -93,13 +150,20 @@ class Game:
     def __init__(self, game_file_name):
         self.io = GameIO(game_file_name, self)
         self.map_type = MapHex
     def __init__(self, game_file_name):
         self.io = GameIO(game_file_name, self)
         self.map_type = MapHex
-        self.tasks = {'WAIT': Task_WAIT, 'MOVE': Task_MOVE}
+        self.tasks = {'WAIT': Task_WAIT,
+                      'MOVE': Task_MOVE,
+                      'PICKUP': Task_PICKUP,
+                      'EAT': Task_EAT,
+                      'DROP': Task_DROP}
         self.commands = {'GEN_WORLD': cmd_GEN_WORLD,
                          'GET_GAMESTATE': cmd_GET_GAMESTATE,
                          'MAP': cmd_MAP,
                          'THING_TYPE': cmd_THING_TYPE,
                          'THING_POS': cmd_THING_POS,
         self.commands = {'GEN_WORLD': cmd_GEN_WORLD,
                          'GET_GAMESTATE': cmd_GET_GAMESTATE,
                          'MAP': cmd_MAP,
                          'THING_TYPE': cmd_THING_TYPE,
                          'THING_POS': cmd_THING_POS,
+                         'THING_HEALTH': cmd_THING_HEALTH,
+                         'THING_INVENTORY': cmd_THING_INVENTORY,
                          'TERRAIN_LINE': cmd_TERRAIN_LINE,
                          'TERRAIN_LINE': cmd_TERRAIN_LINE,
+                         'GET_PICKABLE_ITEMS': cmd_GET_PICKABLE_ITEMS,
                          'PLAYER_ID': cmd_PLAYER_ID,
                          'TURN': cmd_TURN,
                          'SWITCH_PLAYER': cmd_SWITCH_PLAYER,
                          'PLAYER_ID': cmd_PLAYER_ID,
                          'TURN': cmd_TURN,
                          'SWITCH_PLAYER': cmd_SWITCH_PLAYER,
@@ -107,11 +171,13 @@ class Game:
         self.world_type = World
         self.world = self.world_type(self)
         self.thing_type = Thing
         self.world_type = World
         self.world = self.world_type(self)
         self.thing_type = Thing
-        self.thing_types = {'human': ThingHuman, 'monster': ThingMonster}
+        self.thing_types = {'human': ThingHuman,
+                            'monster': ThingMonster,
+                            'food': ThingFood}
 
     def get_string_options(self, string_option_type):
         if string_option_type == 'direction':
 
     def get_string_options(self, string_option_type):
         if string_option_type == 'direction':
-            return self.world.map_.get_directions()
+            return self.world.maps[(0,0)].get_directions()
         elif string_option_type == 'thingtype':
             return list(self.thing_types.keys())
         return None
         elif string_option_type == 'thingtype':
             return list(self.thing_types.keys())
         return None
@@ -120,17 +186,32 @@ class Game:
         """Send out game state data relevant to clients."""
 
         self.io.send('TURN ' + str(self.world.turn))
         """Send out game state data relevant to clients."""
 
         self.io.send('TURN ' + str(self.world.turn))
-        self.io.send('MAP ' + stringify_yx(self.world.map_.size))
-        visible_map = self.world.get_player().get_visible_map()
+        visible_map = self.world.player.get_visible_map()
+        self.io.send('MAP ' + stringify_yx([0,0]) + ' ' + stringify_yx(visible_map.size))
         for y, line in visible_map.lines():
             self.io.send('VISIBLE_MAP_LINE %5s %s' % (y, quote(line)))
         for y, line in visible_map.lines():
             self.io.send('VISIBLE_MAP_LINE %5s %s' % (y, quote(line)))
-        visible_things = self.world.get_player().get_visible_things()
+        visible_things, offset = self.world.player.get_visible_things()
         for thing in visible_things:
         for thing in visible_things:
+            offset_pos = (thing.position[1][0] - offset[0],
+                          thing.position[1][1] - offset[1])
+            self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
+            self.io.send('THING_POS %s %s %s' % (thing.id_,
+                                                 stringify_yx(thing.position[0]),
+                                                 stringify_yx(offset_pos)))
+            if hasattr(thing, 'health'):
+                self.io.send('THING_HEALTH %s %s' % (thing.id_,
+                                                     thing.health))
+        if len(self.world.player.inventory) > 0:
+            self.io.send('PLAYER_INVENTORY %s' %
+                         ','.join([str(i) for i in self.world.player.inventory]))
+        else:
+            self.io.send('PLAYER_INVENTORY ,')
+        for id_ in self.world.player.inventory:
+            thing = self.world.get_thing(id_)
             self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
             self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
-            self.io.send('THING_POS %s %s' % (thing.id_,
-                                              stringify_yx(thing.position)))
-        player = self.world.get_player()
-        self.io.send('PLAYER_POS %s' % (stringify_yx(player.position)))
+            self.io.send('THING_POS %s %s %s' % (thing.id_,
+                                                 stringify_yx(thing.position[0]),
+                                                 stringify_yx(thing.position[1])))
         self.io.send('GAME_STATE_COMPLETE')
 
     def proceed(self):
         self.io.send('GAME_STATE_COMPLETE')
 
     def proceed(self):
@@ -141,7 +222,7 @@ class Game:
         """
         self.io.send('TURN_FINISHED ' + str(self.world.turn))
         self.world.proceed_to_next_player_turn()
         """
         self.io.send('TURN_FINISHED ' + str(self.world.turn))
         self.world.proceed_to_next_player_turn()
-        msg = str(self.world.get_player()._last_task_result)
+        msg = str(self.world.player._last_task_result)
         self.io.send('LAST_PLAYER_TASK_RESULT ' + quote(msg))
         self.send_gamestate()
 
         self.io.send('LAST_PLAYER_TASK_RESULT ' + quote(msg))
         self.send_gamestate()
 
@@ -154,7 +235,9 @@ class Game:
             return p
 
         def cmd_TASK_colon(task_name, game, *args):
             return p
 
         def cmd_TASK_colon(task_name, game, *args):
-            game.world.get_player().set_task(task_name, args)
+            if not game.world.player_is_alive:
+                raise GameError('You are dead.')
+            game.world.player.set_task(task_name, args)
             game.proceed()
 
         def cmd_SET_TASK_colon(task_name, game, thing_id, todo, *args):
             game.proceed()
 
         def cmd_SET_TASK_colon(task_name, game, thing_id, todo, *args):